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NODorGDI5
05-01-2007, 12:42 AM
Mod status: Currently on hold until I'm able to overcome my supreme laziness and lack of attention span-ness. :looklive:


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~Introduction~
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Ok, I guess this is as good a time as any... This will be the main thread in which I discuss the majority of things related to my humble modding efforts of Tiberium Sun: Firestorm...

Please note: I will be editing this first post to add different 'projects' and 'news' about them. I like to mod, so that's what I do.. Oh, and by the way, Westwood did a wonderful job with the game, it's just I can stand to see something I haven't modded yet...

Game Version Being Edited: v2.03
(This is Tiberium Sun, with the Firestorm
expansion install. Along with the latest
official game patch.)
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~General Info~
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The following things are what I consider, when making or modifying various elements of the game.

Thoughts on armor types.

The armor types are used to designate objects (units and structures) as having a type of armor

"none": Used exclusively for infantry. Infantry that have very little protection should get this armor. (Clothing, helmet, etc..)

"Wood": Most buildings get this armor. This represents a building with a mostly wooden structure, or one that can catch on fire. This type of structure is also made of moderately weak materials (opposed to all steel and/or concrete).

"Light": This is used for units like infantry, vehicles, and aircraft. I almost never use "Light" armor for any kind of structure. I consider light armor to be anything between, 1/16th of an inch of steel (or other metal) armor, to 1/4th of an inch thick. When thinking of this, imagine someone shooting up your car or truck with an AK47. (Not a pretty sight is it?)

"Heavy": What I consider to be heavy armor is something between 1/4th of an inch and 1 1/2 inch of metal plate armor. An example of something that has this armor type would be the GDI disruptor tank (also know as a sonic tank to some). This armor type is used on some building types. A building I might give this armor to, would be a Nod laser turret.

"Concrete": The name says it all. This armor type is for things like concrete walls and component towers. Things with this armor generally have a 1/2 a foot to 3 foot think concrete barrier, wall, or some type of concrete armor.

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~Modding 'Projects'~
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Project 001: As realistic-as-I-can-think-of weapon and sight ranges, and acceptably realistic warhead effects on the different armor types. :wtf:

This is what I will consider when adjusting weapon ranges:
The range compared to the size of the units and building.
The effective range of the weapon. (Not the maximum possible range.) (The accuracy of the weapon (when used by a soldier with no field experience in fighting) will affect the effective range of the weapon)
The sight range of the unit or building. (The angle of view will affect this, except in the case of artillery and other similar weapon systems.)This is what I will consider when adjusting sight ranges:
The available sight enhancing technology that may, or may not, come with a weapon. For instance: the scope on a sniper rifle. Without a scope, the weapon is far less effective.
The speed at which a unit is moving. (This factor applies only to aircraft. So the slower moving orca bomber, would have a greater sight range than the fast moving orca fighter.)
I will also consider the placement of the pilot and weather or not the vehicle has advanced sensors.This is what I will consider when adjusting the "verses=" values:
I will consider what things have what type of armor.
I will also consider the before stated armor type information in the "General Info" section of this post.
Project 002: 'Realistic' Flamethrower graphics.



http://i178.photobucket.com/albums/w241/chronocommander/flame2.jpg

http://i178.photobucket.com/albums/w241/chronocommander/flame1.jpg

The Image speaks for itself. Anyway... Here's how it works:
This is based on a liquid-fuel flamethrower. And no, It's not a continues (sp?) stream weapon. It fires in bursts. Technically, It fires three bursts each time it fires. Between the groups of three bursts is a waiting period. (To conserve fuel, and to let the weapon cool.) If your wondering about the range, don't worry. The range (and sight range) all the weapons are scaled up, to look realistic next to the size of the infantry and units. However, due to the fact that there are so many things to consider in the game, I'm still in the process of scaling weapons.

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~Random Stuff~
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Is anyone going to say something?.. This thread is still active you know......

Corsarus
05-07-2007, 05:56 PM
you should make the infantry real sized too.

I'll email you the edited images, i already made them for my mod and like to share :angel:

EDIT: if you would turn your email on...

apple23
05-07-2007, 10:36 PM
i'm already working on a "technical reality" mod, if yours is just gfx so far i'd be happy to combine our mods... then again, i'm making one for RA2, so nvm...
*EDIT* And NODorGDI, how did you do that gfx for the flamethrower?

Corsarus
05-07-2007, 11:29 PM
hey apple, hear that you are nuker in aclone account? this true?

anyway, I would be happy to help with graphics for either mod.(I can't make new ones but I can do some pretty cool stuff with the old ones. :gnarly:

(I.E. changing the mammoth mk II to an shp and enlarging it to be HUGE(but not to big ya know:\))

apple23
05-08-2007, 08:59 AM
yes, i am nuker, i made this acc a long time ago and lost the pass for it. Then i came back and made nuker, hardly even knowing about this acc.
And i meant grafics like what NODorGDI5 did with the flame thrower. Stuff like that.(And why would you want to change the Mammoth MK.II to an shp file?)

Corsarus
05-10-2007, 07:41 PM
it comes in unimaginable amounts of handy.

Fenring
05-10-2007, 08:05 PM
But it would look silly for a mech to scale hills in the same way an infantry would. :|

NODorGDI5
05-13-2007, 10:55 AM
Ahh! Someone has finally noticed this thread. LOL, I was on a half a week leave from the forums so I could do other things... Ok, down to business.

First of all, let me tell you how this mod is working (so far anyway..). I have all the files (which consist of rules.ini, art.ini, firestrm.ini, and artfs.ini) in my "SUN" folder just as text files. I haven't even tried to put them into a mix file because I'm not exactly sure how to do it. I know what program to use (I think) but I don't know how it would affect everything. What I need to know is: Use only the files in the expand.mix file, or does it use the files in the expand.mix file and any for any files that are not there, it looks in the TIBSUN.mix file? I'm asking this because I want to know if I have to copy all the files from the existing expand01.mix file into my own expansion file.

Let me state another thing. If I am informed on how to put said files in a single .mix file, I would also like to have my own graphic files. I need building animations for a stone gothic style insane asylum (among other things), a treaded vehicle image for an anti-matter tank (currently, I'm just using the disruptor's image), some NEW infantry files for some special GDI infantry in relation to the GDI insane asylum.


Now I will address your question and comments:

you should make the infantry real sized too.

I'll email you the edited images, i already made them for my mod and like to share :angel:I'll need a screen shot of the infantry to see if they're too big or not. The reason for this is because I am basing the scale of the weapon ranges on the size of the infantry and vehicles. Or are they smaller than the origanals?

i'm already working on a "technical reality" mod, if yours is just gfx so far i'd be happy to combine our mods... then again, i'm making one for RA2, so nvm...
*EDIT* And NODorGDI, how did you do that gfx for the flamethrower?The graphics for the flame thrower are VERY difficult because I can't adjust the timing in between each "burst" for a particular weapon. I also can't control the timing for each new animation that is spawned through the projectile trailer system. If I could make it closer together, It would work better.

Here's the rules.ini stuff for the flame thrower:

;Weapon Stats
[FlameThrower]
Damage=15
ROF=90
Burst=4
Range=7
Projectile=FireShot
Report=FLAMTNK1
Speed=35
Warhead=FuelburnWH1
Bright=yes

;Projectile Stats
[FireShot]
High=yes
Image=FLMSTREAM1
Arcing=yes
Floater=yes

;Warhead Stats
[FuelburnWH1]
Spread=20
Wood=yes
Verses=790%,164%,140%,9%,3%
InfDeath=4
AnimList=FIREBURST1
Sparky=yes
Fire=yes
ProneDamage=136%
;Here's the art.ini stuff:

;Projectile Entry
[FLMSTREAM1]
Image=INVISO
Trailer=FLMTRAIL1

;Trailer animation (Based on fire animation.)
[FLMTRAIL1]
Image=FIRE2
LoopCount=1
Rate=900
UseNormalLight=yes
Translucency=50

;"Explosion" animation to play when flame thrower WH hits.
[FIREBURST1]
Image=FIRE2
Surface=yes
Sticky=yes
Damage=.5
Rate=600
LoopCount=1
Next=FIREBURST2
UseNormalLight=yes
Translucent=yes
Translucency=50
Scorch=yes

[FIREBURST2]
Image=FIRE3
Surface=yes
Sticky=yes
Damage=.35
Rate=600
LoopCount=1
Next=FIREBURST3
UseNormalLight=yes
Translucent=yes
Translucency=50
Scorch=yes

[FIREBURST3]
Image=FIRE4
Surface=yes
Sticky=yes
Damage=.15
Rate=600
LoopCount=1
UseNormalLight=yes
Translucent=yes
Translucency=50;25
Scorch=yes

(I.E. changing the mammoth mk II to an shp and enlarging it to be HUGE(but not to big ya know:\))
I don't know about changing the file type, but it would look more to scale if your multiplied the currant size of the mammoth Mk. II by 1.75. I'm trying to base it's size on the video clip in the missions.